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GrantSP

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Everything posted by GrantSP

  1. Regarding MO's UI and how conflicts are shown. The messages/colour coding/icon flags/etc. that MO shows are specific to the panes they are in. ie. if the conflict is shown in the left-hand pane then it has nothing to do with the plugins. 'Conflicts' are not necessarily a bad thing. MO will inform you of a conflict but it makes no judgement on whether one mod or the other should win, that's up to you.Now about your adding in new mods and where they should go. The best practice would be to have the STEP profile exactly as it is in the guide and then make a copy of it in MO's 'Profile Manager' and name it accordingly. Once that new profile is active add your new mods in and position them in relation to mods that do a similar thing. e.g. You have a mod that changes textures for your swords in the existing list and you want to add another sword-texture replacer. Best place for it to be is the position immediately below that existing mod so that it immediately wins the conflict and you can see both mods at a glance. This is also where MO's 'Categories' column comes into play. Ideally you would have all the mods that do similar things in the same category so you can more easily keep track of which mod is doing what. Modding is all about making the game what YOU want. After you have a stable STEP install, feel free to tweak it how you want. Using MO's profiles means you can't irrevocably break anything, you just remove the modified profile and start afresh if the changes you made were too extensive to backstep through.
  2. Well, since you have Win7 64bit you can safely use the installed 'corflags.exe' in your 'C:\Program Files\Microsoft.NET\SDK\v2.0 64bit\Bin' location. You should remove the Win8.1 install as that should contain files that are compatible for Win8.1, not what you are running. So the entire line you will need to input should be: "C:\Program Files\Microsoft.NET\SDK\v2.0 64bit\Bin\corflags.exe" /32bit+ "F:/Steam2/SteamApps/common/Skyrim/Papyrus Compiler/PapyrusCompiler.exe"All this command is saying is: Call the 'corflags.exe' program found at this location (path to file in the first set of double quotes) Run it with the 32bit enabler switch (/32bit+) Apply that fix to the program defined by the second path (the path in the second set of double quotes)This is of course based on the assumption the paths you have supplied in this thread are actually the correct paths. If you have installed either the 'corflags.exe' or the 'papyruscompiler.exe' into another location(s), simply change the command to point to that new location(s).
  3. The new NV Interiors is so large now because @Chucksteel has included three new *.nif files. Two for Freeside and one for Gomorrah. However since my nif knowledge is limited I can't tell what is added/changed and I can't see how these files are overwriting vanilla files and can only conclude they are specific to the plugins in the mod. Someone with more skill than I will need to determine this. ps. I'm not adding this here to get SRB to do this right now, just so that it is all in one place when time allows for it. pps. The Freeside nifs have a TTW prefix. I wonder if these are a Tales of Two Wastelands extra that got left in by mistake.
  4. There is a dedicated CTD, ILS and general memory issue thread here in the STEP forum, have a look through there also.
  5. Just out of curiosity, before you started MO and after you have re-installed Skyrim, did you run the launcher to generate the default ini files?
  6. IF the removal of NMM is the problem, it would be good if you can detail exactly the steps you take to rectify that. If it is a reproducible issue we can add some instructions to the wiki advising others about it.
  7. I'm trying to get my head around this as what you are describing shouldn't be happening. Without going into a discussion of whether to use ini tweaks to 'uGrids' or not, there should be no difference to the game functionality AFTER MO has created the VFS and relinquished control of the game. There is next to no MO code running in memory once the game starts. Does this behaviour of the game hanging only happen on loading saved games or does it also happen with new games?
  8. Mods consist of two distinct things, or groups of things. Plugins: *.esp/*.esm files Assets: textures, meshes, scripts, sounds, menus, anything else that makes the modAs @Nozzer66 explained above the Load Order is to do with the plugins (*.esp/esm) and the Install Order has a bearing on everything else. Now since STEP uses ModOrganizer exclusively, the concept of 'Install Order' is a little bit more fluid as the final order these mods will be in, can be moved about with no loss of file, as would be the case in other mod managers. Taking the example above. If you installed those three mods in this order: X, Z, Y, you're not in any trouble just yet because you can move them around to be in the correct order inside MO's left-hand pane.
  9. Can you provide your Windows version and whether you are up-to-date with all Windows patches? I tend to agree with you that it is something odd about your specific setup, as you have experienced similar issues.
  10. Post the log here and let us examine it. Never heard of that error before nor can I find a text string like that in the source code.
  11. Ok, so to be absolutely sure here, you do have SKSE installed correctly? There should be the following files in the Skyrim folder: skse_1_9_32.dllskse_steam_loader.dllskse_loader.exe The only thing I can think of is MO can't find skse_loader.exe and is defaulting to the Skyrim launcher. I can replicate the launcher loading ONLY when I'm not logged into Steam, but as you have stated you have already checked that detail, I'm getting close to having no more ideas.
  12. No that doesn't look right. There should be the 'corflags.exe' in that folder. Also ensure that ALL paths in that command line that contain spaces are inclosed in double quotes. "F:/Steam2/SteamApps/common/Skyrim/Papyrus Compiler/PapyrusCompiler.exe" not F:/Steam2/SteamApps/common/Skyrim/Papyrus Compiler/PapyrusCompiler.exe
  13. It's also here in the Mod Organizer wiki. Try creating a new option in the 'Executables' list that points to skse_loader.exe and add the -forcesteamloader switch. Make sure you create a new option, not modify an existing one. (named differently so as to make the difference obvious) Close the 'Executables' list and select the new option and see if that produces the same issue. This is to ensure your changes are being applied, as the edits suggested above may not have been saved. (highly unlikely, but just to check)
  14. Just to kill some time, I've started to go back through the guide (as it is installed on my machine) and see what has been updated and I noticed this from 'Uncut Wasteland' by sandbox6: NEW FOR 2015: Added a new optional file which restores 106 skeletons which were altered for the worse by Old World Blues. Skeletons file is merged with version 0.12 and 0.2. LATEST VERSION V0.2 Now including the patch-cut NPCs and creatures, also includes the 106 skeletons. Updated Freeside Open version now available. Added Freeside Open & Outside Bets compatible versions. Any idea whether these additions are a good thing or not? Also JIP has updated Companions Command & Control and Realistic Weapons Overheating to versions 2.20 & 0.90 respectively. Lastly @Chucksteel has updated NV Interiors to version 2.1 This last update is a massive overhaul compared to the last 1.0 version. Size wise it is 40Mb compared to just 333Kb
  15. I can't help but think you have "royally mucked something up". I would love to try and debug what your doing but to be honest, I think both of us are kind of unfocussed on this at the moment, maybe we can come back to this at a later stage? I don't know what it was, but there seemed to be a small upward trend in Oblivion related comments in the forum just lately, maybe users wanted to go back and enjoy a 'free from user-pay mods' experience and then found they actually liked that game.
  16. @Hishy, don't bother answering my PM, just post here. I see you've used the same wording in your post as the PM. I need to get this absolutely clear in my own mind because the wiki needs to have some clear description of EXACTLY what is and isn't happening with OBSE and a Steam install. Using the method @GSDFan outlined in the Bug Genie: Does TES4 start from MO and recognise ALL mods? Are there any mods that refuse to recognise OBSE called from MO in that way? Does installing ALL OBSE mods into the Data folder manually fix this issue?
  17. If you continue to use MO with the Steam version of Oblivion be aware there may be some issues that you will need to face. Recently two users have been posting about the inability to use ANY OBSE plugins, or even the OBSE itself, with the Steam version of Oblivion. There is a current bug report open in MO's issue tracker and your observations would be appreciated. I have the retail disc version and cannot replicate any of the issues that may arise so the more users that can, is for the better. As for your question. All my *.bsa files are dated to 31/12/2005 so yes, back-date your files.
  18. Very minor comment about your mod management. In your MO, you are ordering the mods by 'Priority', which is good, but you have them sorted in reverse order with the mod with a '0' priority listed at the bottom of the screen. If you reverse that order it will match more closely with that of the guide's install order and any misplaced mods will be easier to see.
  19. Yeah, gotcha. Didn't mean come across as dismissive. I actually already have that mod, so I'll pick my way through and see what I can steal use. The good thing about that mod is covers both the Fallout games.
  20. Yeah exactly, only the armour is gender-specific but not all have gender-specific Pipboy icons where there is a gender-specific variant. An example of one that does is the Stalker armour for the Dead Horses tribe. Minor though it is. Curiously though, the female armour icon still uses the VaultBoy. You'd think if they went to all the trouble of making a female version icon they could at least make it a VaultGirl!
  21. Not quite what I was talking about. That mod simply creates female versions of ALL the current Pipboy icons so when you play as a female your VaultBoy is now a VaultGirl. I was looking at armour that is gender specific with completely different ingame models but sharing the same generic icon. On a closer examination it does appear that this does appear to work, so e.g. You pick up 'Vera's Outfit' (FalloutNV - Honest Hearts) and in your Pipboy the icon is the female version only, but if you are playing a male and wear that outfit is is full evening suit with tails and bow-tie. I can add a male Pipboy icon that looks like an evening suit and depending on whether you are a male or female the game should only show the correct version. Just doing a quick look through the plugins in xEdit, it appears this female/male option is only for the armour, can't be used to change the weapons and other icons based on the gender of the player's character.
  22. Whilst I've been working with the Pipboy icons for the mods I'm currently doing, I've noticed that there appears to be provision for male and female variants in the editor. This is for all the armour records. Does anyone know if that actually works or is it just a leftover from other game engines? The are a couple of records that have both these options filled, whereas in most instances the female version is blank, but they are pointing to only the one *.dds. If this could be utilised I would gladly add in any gender specific icons to each of the types that have variants in the ingame world models.
  23. Profiles in MO are just lists of installed mods that can be active in the game, so with that in mind, this is what you should look at. If your player home is just a mod that can be active in any game, ensure that it is active in the left-hand pane and its plugin(s) is(are) active in the right-hand pane. When the CK, loaded from MO, starts that mod will be available for editing. To put this another way, the mods that are available in your game with the selected profile, are the exact same mods loaded into the CK, if you have correctly installed and activated the CK from within MO. Please read the MO wiki to get a better understanding of how to do this.
  24. Thank you @Warburg, that is the most concise and reasonable explanation for the Skyrim map system I have read in a long time.
  25. Try the solution offered here in a report in the Bug Genie.
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